I don't mean any disrespect, but this is an extremely inefficient way to handle an FBX inside Houdini. You should look into the name attribute and For Loops and how to use those to automate processing of your geometry. The Labs FBX Archive Import SOP can also do a fair amount of heavy lifting for you.
I definitely don't disagree with you! This was probably the worst episode in this series I did by far, as I MYSELF was a beginner in houdini & was largely trying to just help other brand new users with some challenges I faced. I've debated removing the series from the channel as I've since found some major holes in my work (obviously) but it does seem to help people with lots of steps so I've left it up :] Maybe time will come to make an updated one soon.
Very useful tips ! However, using the import filmbox FBX method, I don't know why my different object_merge nodes are placing my different pieces in the origin of the world. Do you have any idea why this is happening ? > UPDATE : I've changed the transform parameter of all the object_merge nodes to "Into this Object" instead of the default "Into Specified Object" and it seems to work and replace all the pieces in their position back. I think it should be by default...
Ok thats cool but how on earth would you render a complex geo with like 60 geo groups. Because each has their own material which cant be imported as like an arnold material so i seem to be limited to mantra, or i have to manually recreate all materials as aornold materials and assign them manually, which is alot of work. Anyone have a better way to approach this?
I'm having problems with the fact that I can't import them into the digital asset for Houdini Engine and UE4. Because when saving hda, only the hda file itself is saved, which is stored separately, and even with object merge it does not have access to objects in file node
In objet merge, use * (/obj/static_mesh_fbx/*) and it is going to select the all objects. also change tranform "into specific object" to "into this object"
@@mayyassakaji I would say for example. it's the address of your fbx subnet. if your subnet name is my_fbx_files, type /obj/my_fbx_files/* and it selects everything in my_fbx_files
I love your tutorials for their clarity and pace. You're always straight to the point and time efficient. Please never stop!
Life saver, thanks!
Glad this helped!
I don't mean any disrespect, but this is an extremely inefficient way to handle an FBX inside Houdini. You should look into the name attribute and For Loops and how to use those to automate processing of your geometry. The Labs FBX Archive Import SOP can also do a fair amount of heavy lifting for you.
I definitely don't disagree with you! This was probably the worst episode in this series I did by far, as I MYSELF was a beginner in houdini & was largely trying to just help other brand new users with some challenges I faced.
I've debated removing the series from the channel as I've since found some major holes in my work (obviously) but it does seem to help people with lots of steps so I've left it up :] Maybe time will come to make an updated one soon.
Sorry for the late reply & thank you for your feedback!
Very helpful!
I’m glad to help!
Great content - thanks! (Just my OCD speaking, but typically it is referred to as a display "flag" as opposed to "tag") Cheers!
Haha fair enough (: I appreciate you!
Very useful tips ! However, using the import filmbox FBX method, I don't know why my different object_merge nodes are placing my different pieces in the origin of the world. Do you have any idea why this is happening ?
> UPDATE : I've changed the transform parameter of all the object_merge nodes to "Into this Object" instead of the default "Into Specified Object" and it seems to work and replace all the pieces in their position back. I think it should be by default...
:O glad you found a solution! I hadn't had that problem up until now.
hey this also fixed the rotation of my object, thank you!
Thank you!
You solved my issue!
Ok thats cool but how on earth would you render a complex geo with like 60 geo groups. Because each has their own material which cant be imported as like an arnold material so i seem to be limited to mantra, or i have to manually recreate all materials as aornold materials and assign them manually, which is alot of work. Anyone have a better way to approach this?
Good question. Found an answer?
Can you do a course on how to actually be creative because I'm struggling.
Why yes of course
I'm having problems with the fact that I can't import them into the digital asset for Houdini Engine and UE4. Because when saving hda, only the hda file itself is saved, which is stored separately, and even with object merge it does not have access to objects in file node
if i have an FBX with hundreds of objects, is there a faster way to do this ?
In objet merge, use * (/obj/static_mesh_fbx/*) and it is going to select the all objects.
also change tranform "into specific object" to "into this object"
@@bekabaratashvili3178 am pretty novice with Houdini, where does the * (/obj/static_mesh_fbx/*) go ?
@@mayyassakaji I would say for example. it's the address of your fbx subnet. if your subnet name is my_fbx_files, type /obj/my_fbx_files/* and it selects everything in my_fbx_files
@@bekabaratashvili3178 Thank you for adding this, I brought in a mesh with 100+ geo groups and this comment saved the day!
@@bekabaratashvili3178 Thank you! I was looking for this a while and your comment solved it.